This here gives a complete list of all the Magery spells that exists in Ultima Online, with spell icon, name and description of what it does do.
First Circle[edit]
First Circle spells take 4 mana to cast.
Icon
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Name
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Description
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Clumsy
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Reduces target's Dexterity.
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Create Food
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Randomly creates 1 of 10 possible food items and places it in the backpack.
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Feeblemind
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Decreases target's Intelligence by a percentage.
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Heal
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Restores Hit Points.
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Magic Arrow
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A small, magical arrow is cast at the target. Fire damage (14-18 points of damage at 100 Magery and 100 Inscription), which is reduced by elemental resistances.
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Night Sight
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Improves target's night vision. (target needs 10 magery to receive the benefits of night sight).
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Reactive Armor
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The Reactive Armor spell increases the caster's physical resistance, while lowering the caster's elemental resistances.
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Weaken
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Decreases target's strength by a percentage.
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Second Circle[edit]
Second Circle spells take 6 mana to cast.
Icon
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Name
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Description
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Agility
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Increases target's Dexterity by a percentage.
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Cunning
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Increases target's Intelligence by a percentage.
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Cure
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Neutralizes poison (higher Magery skill counteracts more intense poison).
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Harm
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Affects a target within 10 paces of the caster. Cold damage. The Harm spell's damage is affected by the range to target. Elemental resistance reduces damage.
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Magic Trap
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Places an explosive trap on a usable object that activates when object is used, for 10-50 points of direct damage.
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Magic Untrap
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Deactivates magical trap on a single object.
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Protection
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Characters under the Protection spell effect can no longer have their spells "disrupted" when hit.
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Strength
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Increases target's Strength by a percentage.
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Third Circle[edit]
Third Circle spells take 9 mana to cast.
Icon
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Name
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Description
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Bless
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Enhances a target's strength, intelligence, and dexterity by a percentage. (11% at 100 Evaluate Intelligence)
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Fireball
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Casts a fireball at a target (12-32 damage).
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Magic Lock
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Magically locks a chest or box.
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Poison
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Poisons a target. The caster must be within 2 tiles of the target to achieve poison levels above one. A successful Resist Spells causes the spell to have no effect.
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Telekinesis
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Allows the mage to use or move an object that is out of reach. Can be used to set off some Chest Traps from a safe distance.
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Teleport
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Caster is transported to the target location (within the same screen) (Max distance 11 tiles) Must be a visible location.
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Unlock
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Unlocks a magical lock or a low level normal lock.
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Wall of Stone
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Creates a temporary stone wall.
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Fourth Circle[edit]
Fourth Circle spells take 11 mana to cast.
Icon
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Name
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Description
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Arch Cure
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Attempts to neutralize the effects of poison on each valid target within three tiles of the target. Has a better chance to cure higher level poisons than the normal Cure spell.
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Arch Protection
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Casts Protection on all valid targets within 2 tiles of caster.
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Curse
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Lowers the Strength, Dexterity and Intelligence of the target by a percentage. When targetted on a player it reduces elemental resistance caps by 10.
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Fire Field
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Conjures a wall of fire. Deals 2 damage per second to anyone touching the field.
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Greater Heal
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Target is healed by 40%.
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Lightning
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Damages the target with a bolt of lightning. Energy damage (30-34 damage at GM Magery, Evaluating Intelligence and Inscription) Elemental Resistances reduce damage.
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Mana Drain
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This spell temporarily removes an amount of mana from the target. After the duration has expired, any lost mana is restored to the target up to the target's maximum mana capacity.
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Recall
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Caster is transported to the location Marked on the Rune. Can also be used on a Ship Key to travel to a Boat's location if the boat is not dry docked.
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Fifth Circle[edit]
Fifth Circle spells take 14 mana to cast.
Icon
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Name
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Description
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Blade Spirits
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Conjures a whirling pillar of blades that attacks targets within a 6 tiles and deals up to 15 points of damage per hit. Targets are chosen based on (Strength+Tactics)/distance from spirit.
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Dispel Field
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Nullifies one tile of a field spell or closes a moongate created with the Gate Travel spell.
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Incognito
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Disguises your character with a randomly generated appearance and name.
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Magic Reflection
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The Magic Reflection spell decreases the caster's physical resistance, while increasing the caster's elemental resistances.
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Mind Blast
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This spell now deals an amount of cold damage based upon the caster's Magery and Intelligence values. Elemental Resistances reduce damage.
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Paralyze
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The target is frozen in place. Duration based on the caster's evaluate intelligence skill to the target's resisting spells skill. A negative or zero result means no effect.
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Poison Field
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Creates a poison field.
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Summon Creature
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A random animal is summoned to be your pet for a short amount of time. Requires 1 Follower control slot.
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Sixth Circle[edit]
Sixth Circle spells take 20 mana to cast.
Icon
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Name
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Description
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Dispel
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Dispels a creature summon. Creatures with Resisting Spells can resist being dispelled.
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Energy Bolt
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Attacks a target with a bolt of energy. (51-56 energy damage at GM Magery, Evaluating Intelligence and Inscription) Elemental Resistances reduce damage.
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Explosion
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Damages a target with an explosion. (51-56 fire damage at GM Magery, Evaluating Intelligence and Inscription). Elemental Resistances reduce damage.
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Invisibility
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Target player or creature temporarily becomes invisible, as though they were hidden.
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Mark
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Binds a Rune to a specific location. The Recall, Gate Travel or Sacred Journey spells can be used on the rune to teleport you to the location of binding.
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Mass Curse
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Casts Curse on a target and decreases its stats by a percentage. Affects all valid targets within a two tile radius. Does not lower player maximum resistances by 10.
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Paralyze Field
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Conjures a field of paralysis that affects valid targets like the Paralyze spell but is a little stronger. Even at 120 Resisting Spells a player will get caught for 2 seconds.
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Reveal
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Reveals the presence of any invisible creatures or players. Enhanced with the Tracking and Detecting Hidden skills. Targets with high Hiding and Stealth can resist being revealed.
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Seventh Circle[edit]
Seventh Circle spells take 40 mana to cast.
Icon
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Name
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Description
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Chain Lightning
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Damages nearby targets with a series of lightning bolts that hit for energy damage split between the targets. if you only hit one target, the target takes between 52-56 damage.
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Energy Field
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Conjures an impassable field of energy on the ground.
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Flamestrike
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Damages target with a column of flame that deals fire damage. (64-69 with GM Magery, Inscription, and Evaluating Intelligence) Reduced by elemental resistances.
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Gate Travel
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Only works on a marked rune. Creates a Moongate to where the Rune was marked. Blue gates exit in Trammel, Malas or the Tokuno Islands. Red gates exit in Felucca.
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Mana Vampire
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Takes an amount of mana from the target and returns it to the caster. Will not drain more than the target has currently and will not put the caster over his maximum mana.
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Mass Dispel
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Any summoned creature within an 8 tile radius around the target is dispelled.
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Meteor Swarm
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Damages nearby targets with meteors. A single target takes between 52-56 damage. If you hit more than one target, the damage is doubled, then divided amongst each target evenly.
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Polymorph
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Changes the caster's appearance into the chosen form of a creature. Beware of becoming grey and being a potential target in Felucca. To change back, just cast the spell a second time.
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Eighth Circle[edit]
Eighth Circle spells take 50 mana to cast.
Icon
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Name
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Description
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Earthquake
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Damages nearby creatures and characters with a tremor. Requires the caster to have line of sight to the target. Will damage hidden targets. Elemental Resistances reduce damage.
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Energy Vortex
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Conjures a spinning mass of energy that attacks targets within a 6 tile radius and deals up to 26 points of damage per hit.
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Resurrection
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Resurrects a dead player. Cannot be used on NPCs, pets or monsters.
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Summon Air Elemental
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An Air Elemental is summoned to serve the caster. Requires 2 Follower control slots.
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Summon Daemon
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A Daemon is summoned to serve the caster. Results in a large Karma loss for the caster. Requires 4 Follower control slots.
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Summon Earth Elemental
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An Earth Elemental is summoned to serve the caster. Requires 2 Follower control slots.
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Summon Fire Elemental
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A Fire Elemental is summoned to serve the caster. Requires 4 Follower control slots.
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Summon Water Elemental
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A Water Elemental is summoned to serve the caster. Requires 3 Follower slots.
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